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A Game Changing Luck Card (Updated)


mariofreak12

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This card has a great effect that can change the entire game. The only problem is keeping g it on the field for one turn. I feel like it is a tad to powerful though so please let me know what you think.

This is an updated version of the card and I hope it works better.

 

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Lore: During your 2nd Standby Phase after you set this card. Your opponent chooses 4 Spell and Trap Cards and 2 Monster Cards from their deck, then you randomly choose 1 of them. If it is a Monster card Shuffle the other cards back into the deck and banish that card. Then any card your opponent plays on the field that has any of the same words in its name as the card is sent to the graveyard after the first turn it is summoned. If they draw a Spell/Trap Card shuffle the cards back into the deck.

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Considering the attitude towards "blind MST" - i.e. hitting Set cards randomly in hopes of being able to extinguish that one floodgate before it can activate - in the current day, I won't be surprised if this card will actually survive to its activation window more often than not.

 

This card can only be activated During your Standby Phase: Your opponent chooses reveals 4 Spell/Trap Cards and 3 Monster Cards from their Deck, then you randomly choose 1 of them a card. If it is a Monster Card, banish the 7 cards face down then any card your opponent plays on the field that has any of the same words in its name -- [CARD FIXING INTERRUPTED]

Wait, I don't get this. The point of banishing face-down is to prevent anything from properly checking its properties and interacting with it. You generally cannot legitimately know if a card shares any name strings with a face-down banished card.

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(Gadjiltron got the OCG)
 

You essentially have a 43% chance of pulling it off (which is under half), plus worrying about Night Beam/MST/whatever, but when you do, it will screw over any/all Archetypal Decks, and that means pretty much everything that sees play nowadays. All you need is the Archetype string and that's it.

 

Sure, you can run generic support cards, but given how Archetype-reliant the game has gotten, this will hurt A LOT.

Given the way the card is worded, your opponent either has to use the monster to win, otherwise they leave at the end of the turn.

 

It also costs the opponent 7 cards worth of their Deck with a lucky shot, which is something I am not fond of.

 

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If it were only 1 monster (and 6 S/T), then maybe it'd be okay, but it'd still be bad design.

To be honest, you should probably redo the card and not make it overly reliant on luck to do silly things.

 

Luck cards aren't really a good idea in this section.

 

 

@Gadjiltron: I would assume that it would take the name of the monster that got picked at the time of the effect's resolution, but once it goes face-down, can't really check if the card works.

 

A proper change would be to make the banished cards be face-up as normal.

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This isn't really a broken card, but neither is it weak either. By banishing the monster, you screw over the decks that rely on milling, like Lightsworn and Nekroz. The one in three chance to banish a monster isn't that great though. I'd prefer if you had something like a one in two chance. Still, destroying the monster if it is summoned again is a powerful and potentially interesting effect. That said, I struggle to think of a deck variant that this fits into. 

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